/Engine/Source/Runtime/Engine/Classes/Engine/World.h
The overload taking rotation as an FQuat is slightly faster than the version using FRotator (which will be converted to an FQuat)..
TRUE if any hit is found
bool ComponentOverlapMulti ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FOverlapResult](API\Runtime\Engine\Engine\FOverlapResult) > & OutOverlaps, const class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * PrimComp, const FVector & Pos, const FRotator & Rot, const [FComponentQueryParams](API\Runtime\Engine\FComponentQueryParams) & Params, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectQueryParams ) const